// ----------------------------------------------------------------------- // // // MODULE : Nightmare.cpp // // PURPOSE : Nightmare - Definition // // CREATED : 10/07/97 // // ----------------------------------------------------------------------- // #ifdef _ADD_ON // Add-on pack only. #include #include "Nightmare.h" #include "cpp_server_de.h" BEGIN_CLASS(Nightmare) ADD_BASEAI_AGGREGATE() ADD_REALPROP(HitPoints, 200000.0f) \ ADD_REALPROP(RandomHitPoints, 400.0f) \ ADD_REALPROP(ArmorPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_STRINGPROP(AIBrain, "STRONG") \ ADD_STRINGPROP(AIWeapon1, "NIGHTMARE_BITE") \ ADD_STRINGPROP(AIWeapon2, "NIGHTMARE_FIREBALLS") \ ADD_STRINGPROP(AIWeapon3, "BEHEMOTH_SHOCKWAVE") \ END_CLASS_DEFAULT(Nightmare, AI_Mgr, NULL, NULL) //static data member initialization DBOOL Nightmare::m_bLoadAnims = DTRUE; CAnim_Sound Nightmare::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // Nightmare::Nightmare() : AI_Mgr() { m_fHearingDist = 2000.0f; m_fSensingDist = 6000.0f; m_fSmellingDist = 4000.0f; m_fSeeingDist = 2200.0f; m_fWalkSpeed = 800.0f; m_fRunSpeed = 1200.0f; m_fJumpSpeed = 900.0f; m_fRollSpeed = 3.5f; m_fAIHitPoints = 30000; m_fAIRandomHP = 400; m_fAIArmorPoints = 0; m_fAIMass = AI_DEFAULT_MASS * 15.0f; m_nAIStrength = 9; m_fFullHealth = 0; m_bCreateHealth = DTRUE; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"NIGHTMARE_BITE" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"NIGHTMARE_FIREBALLS" ); _mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"BEHEMOTH_SHOCKWAVE" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_JUMP | FLAG_NIGHTMAREDEATH | FLAG_NEVERGIB; m_damage.SetApplyDamagePhysics(DFALSE); // m_fWaitForIdleTime = 45.0f; m_bShockwave = DFALSE; m_bCabal = DFALSE; } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD Nightmare::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData) { switch(messageID) { case MID_PRECREATE: { // Need to call base class to have the object name read in before // we call PostPropRead() DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData); PostPropRead((ObjectCreateStruct*)pData); return dwRet; } break; case MID_INITIALUPDATE: { InitialUpdate((DVector *)pData); CacheFiles(); break; } case MID_UPDATE: { if (m_bCreateHealth) { if (!m_fFullHealth) { HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,1.0f); m_pServerDE->EndMessage(hWrite); m_bCreateHealth = DFALSE; m_fFullHealth = m_damage.GetHitPoints(); } else { DFLOAT fTemp = m_damage.GetHitPoints() / m_fFullHealth; HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,fTemp); m_pServerDE->EndMessage(hWrite); } } } break; default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } DDWORD Nightmare::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead) { switch (messageID) { case MID_DAMAGE: { if (!m_pServerDE) break; CBaseCharacter::ObjectMessageFn(hSender, messageID, hRead); if (m_fFullHealth != 0) { DFLOAT fTemp = m_damage.GetHitPoints() / m_fFullHealth; if (fTemp > m_fFullHealth) fTemp = 1.0f; if (fTemp < 0) fTemp = 0; HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,fTemp); m_pServerDE->EndMessage(hWrite); } } default: break; } return AI_Mgr::ObjectMessageFn(hSender, messageID, hRead); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void Nightmare::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models_ao\\Enemies_ao\\Nightmare.abc"; char* pSkin = "Skins_ao\\Enemies_ao\\Nightmare.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); } // ----------------------------------------------------------------------- // // // ROUTINE: InitialUpdate() // // PURPOSE: Handle initial update // // ----------------------------------------------------------------------- // DBOOL Nightmare::InitialUpdate(DVector *pMovement) { m_pServerDE = BaseClass::GetServerDE(); if (!m_pServerDE) return DFALSE; m_hObject = m_pServerDE->ObjectToHandle(this); if (!m_hObject) return DFALSE; //Load up animation indexes if first model instance if(m_bLoadAnims) { m_Anim_Sound.SetAnimationIndexes(m_hObject); m_Anim_Sound.GenerateHitSpheres(m_hObject); m_Anim_Sound.SetSoundRoot("sounds_ao\\enemies\\Nightmare"); m_bLoadAnims = DFALSE; } AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : Nightmare::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void Nightmare::ComputeState(int nStim) { if(!ComputeStimuli()) { switch(m_nState) { case STATE_Idle: SetNewState(STATE_Idle); break; case STATE_SearchVisualTarget: SetNewState(STATE_Idle); break; case STATE_SearchSmellTarget: SetNewState(STATE_Idle); break; default: SetNewState(STATE_SearchVisualTarget); break; } } else { if(m_fStimuli[SIGHT] > 0.75f) SetNewState(STATE_AttackClose); else SetNewState(STATE_AttackFar); } return; } // ----------------------------------------------------------------------- // // ROUTINE : Nightmare::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void Nightmare::MC_Fire_Stand() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND) { DBOOL bRet = DFALSE; if(m_nState == STATE_AttackClose) { if (m_bShockwave) { m_InventoryMgr.ChangeWeapon(WEAP_BEHEMOTH_SHOCKWAVE); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[5]); } else { m_InventoryMgr.ChangeWeapon(WEAP_NIGHTMARE_BITE); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[4]); } } else { m_InventoryMgr.ChangeWeapon(WEAP_NIGHTMARE_FIREBALLS); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[2]); } //SCHLEGZ 4/22/98 3:27:12 PM: if we can't stand up, crawl out from underneath if(!bRet) { SetNewState(STATE_CrawlUnderObj); return; } m_pServerDE->SetModelLooping(m_hObject, DFALSE); m_bAnimating = DTRUE; m_nCurMetacmd = MC_FIRE_STAND; } else { if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { m_bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : Nightmare::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Nightmare::AI_STATE_AttackClose() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { SetNewState(STATE_Idle); return; } switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); if(m_fStimuli[SIGHT] < 600.0f || m_nCurMetacmd == MC_FIRE_STAND) { m_bShockwave = DTRUE; MC_Fire_Stand(); } else { if (m_fStimuli[SIGHT] < 900.f) { MC_FaceTarget(); Metacmd--; MC_Walk(); } else SetNewState(STATE_AttackFar); } break; case 3: m_bShockwave = DFALSE; if (m_fStimuli[SIGHT] < 250.0f) { MC_Fire_Stand(); } else { if (m_fStimuli[SIGHT] < 900.f) { MC_FaceTarget(); Metacmd--; MC_Walk(); } else SetNewState(STATE_AttackFar); } break; case 4: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : Nightmare::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Nightmare::AI_STATE_AttackFar() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { SetNewState(STATE_Idle); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); if (m_fStimuli[SIGHT] < 400.0f) SetNewState(STATE_AttackClose); switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: if(m_fStimuli[SIGHT] <= 1500.0f || m_nCurMetacmd == MC_FIRE_STAND) MC_Fire_Stand(); else { m_InventoryMgr.ChangeWeapon(WEAP_NIGHTMARE_BITE); MC_FaceTarget(); Metacmd--; MC_Run(); } break; // Now we need to be vulnerable before we move on. case 3: MC_Taunt_Bold(); break; case 4: { m_InventoryMgr.ChangeWeapon(WEAP_NIGHTMARE_BITE); MC_FaceTarget(); Metacmd--; MC_Run(); } break; case 5: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : Nightmare::AI_STATE_Idle // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Nightmare::AI_STATE_Idle() { if(ComputeStimuli()) { ComputeState(); return; } switch(Metacmd) { case 1: MC_Idle(); break; case 2: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void Nightmare::CacheFiles() { // Sanity checks... CServerDE* pServerDE = GetServerDE(); if (!pServerDE) return; if(!(pServerDE->GetServerFlags() & SS_CACHING)) { return; } if (!m_hObject) return; // Get the model filenames... char sModel[256] = { "" }; char sSkin[256] = { "" }; pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255); // Cache models... pServerDE->CacheFile(FT_MODEL, sModel); // Cache textures... pServerDE->CacheFile(FT_TEXTURE, sSkin); // Cache sounds... SetCacheDirectory("sounds_ao\\enemies\\nightmare"); CacheSoundFileRange("attack", 1, 3); CacheSoundFileRange("death", 1, 3); CacheSoundFileRange("idle", 1, 3); CacheSoundFileRange("pain", 1, 3); CacheSoundFileRange("spot", 1, 3); CacheSoundFileRange("step", 1, 3); } #endif // _ADD_ON